Magic User Spells -- Fifth Level

This page lists all 5th level Magic User spells that could be used in my campaigns. Most are from the 1st Edition AD&D Players Handbook or Unearthed Arcana, some are from Dragon Magazine, and the remainder were created by players in my or my brother Kevin's campaigns.


Complete Spell Listing

#

Spell Name

Source

1

Acid Blast

K & B

2

Airy Water

PH

3

Animal Growth

PH

4

Animate Dead

PH

5

Avoidance

UA

6

Bigby's Interposing Hand

PH

7

Breeze

K & B

8

Cloudkill

PH

9

Cone Of Cold

PH

10

Conjure Elemental

PH

11

Contact Other Plane

PH

12

Control Temperature

K & B

13

Dismissal

UA

14

Distance Distortion

PH

15

Dolor

UA

16

Extension II

PH

17

Fabricate

UA

18

Fallion's Fabulous Fireball

DM 123

19

Feeblemind

PH

20

Flame Shroud

DM 097

21

Grimwald's Greymantle

DM 092

22

Hitchhiker

K & B

23

Hold Monster

PH

24

Leomund's Lamentable Belabourment

UA

25

Leomund's Secret Chest

PH

26

Magic Jar

PH

27

Magic Missile Trap

K & B

28

Meselda's Super-Sleep

K & B

29

Miniaturize

K & B

30

Molecular Scatter

K & B

31

Monster Summoning III

PH

32

Mordenkainen's Faithful Hound

PH

33

Muu's Barrier

K & B

34

Nulathoe's Ninemen

DM 062

35

Passwall

PH

36

Sending

UA

37

Stone Shape

PH

38

Telekinesis

PH

39

Teleport

PH

40

Transmute Rock To Mud

PH

41

Wall Of Force

PH

42

Wall Of Iron

PH

43

Wall Of Stone

PH


Home-Built Spells

Following are spells created by the players of our campaigns.


Acid Blast

Author: Kevin?

Level

5

Type

evocation

Reversible

N/A

Range

0

Duration

instantaneous

Area of Effect

special

Components

V, S, M

Casting Time

5 segments

Saving Throw

half damage

This spell produces acid which bursts from the caster's hands in a cone with a base diameter or 5', an end diameter of 20', 5' long per level of the caster. The acid causes 1d4+1 points of damage per level of the caster. The material component is a drop of acid and a glass cone. Note that the acid does not disappear upon completion of the spell and may make walking hazardous.


Breeze

Author: ???

Level

5

Type

alteration

Reversible

N/A

Range

0

Duration

1 segment/level

Area of Effect

10' path, 10' long/level

Components

V, S, M

Casting Time

5 segments

Saving Throw

none

This spell is an improved version of the Gust of Wind spell. The main difference is that the duration is 1 segment/level rather than just 1 segment. Protected flames have a 5% chance/level of the caster per segment of being extinguished. Large fires are fanned out 2'-8' and small flying creatures are blown back 20'-80'. The material component is a legume seed.


Control Temperature

Author: Bryan

Level

5

Type

alteration

Reversible

N/A

Range

5'/level

Duration

6 turns/level

Area of Effect

20' cube/level

Components

V, S, M

Casting Time

1 round

Saving Throw

none

This spell allows the caster to alter the temperature of an area. The temperature may be changed a maximum of plus/minus 2 degrees per level. The change takes 1 segment per degree and may be altered at any time by the caster. The material component is a bit of pure spring water and a drop of mercury.


Hitchhiker

Author: Bryan

Level

5

Type

alteration

Reversible

N/A

Range

5'/level

Duration

special

Area of Effect

special

Components

V, S, M

Casting Time

1 segment

Saving Throw

none

By means of this spell the caster 'hitches a ride' on another caster's spell. The second spell must be one affecting transportation or there is no effect, and must be cast within 4 segments +1 segment per level. The second spell must be Teleport, Dimension Door, Plane Shift, Plant Door, or any spell of similar nature.

Danger exists in that the exact relationship between the two casters remains the same before and after the transport takes place. If a hitchhiker stood 15' behind a magic user who teleported to a place 10' from a stone wall, the hitchhiker would materialize inside the wall if the teleporter materialized with his back to the wall. Fatal results could occur.

The area affected and the duration depend upon the second caster and the spell he uses. In this way a Plane Shift spell, which transports a maximum of 7 people, could be used to transport up to 14 people. The material component is a leather glove that is consumed when the spell is completed.


Magic Missile Trap

Author: Bryan?

Level

5

Type

evocation

Reversible

N/A

Range

0

Duration

special

Area of Effect

1 closable item

Components

V, S, M

Casting Time

1 round

Saving Throw

none

The effect of this spell is similar to the Magic Missile spell, but is used to trap any closable item. It must be the only such spell cast upon the item, for the casting of a second spell will negate both. Any creature opening the item will be struck by a number of Magic Missiles equal to 1/2 the levels of the caster. The material component is a stick of sulfur and some charcoal. A command word, selected by the caster, will negate the spell for 1 round so that the item may be opened. The spell will resume when the item is closed.


Meselda's Super-Sleep

Author: Bryan

Level

5

Type

enchantment/charm

Reversible

N/A

Range

30' + 10'/level

Duration

5 rounds/level

Area of Effect

40'x40' area

Components

V, S, M

Casting Time

5 segments

Saving Throw

none

This is a much improved version of the Sleep spell. Creatures are affected as follows:

Hit Dice

Nbr Affected

up to 2

32-128

2+1 to 3

16-64

3+1 to 4

8-32

4+1 to 5

4-16

5+1 to 6

2-8

6+1 to 7

1-4

7+1 to 8

1-2

8+1 to 8+4

0-1

Except as noted above all particulars are the same as the 1st level spell.


Miniaturize

Author: Bryan?

Level

5

Type

alteration

Reversible

N/A

Range

0

Duration

60 days

Area of Effect

1 item up to 10gp weight/level

Components

V, S, M

Casting Time

1 turn

Saving Throw

none

In order to cast this spell the spell caster must have a finely crafted miniature version of whatever it is he wishes to shrink, costing a minimum of 1,000gp. The spell is cast and the item shrinks down to 1/10 of its normal size and weight. After casting the item remains this size for up to 60 days, although the caster is able to recall it to full size one time per level. At the end of the duration, or upon the final time it is call to full size, it returns to normal. This spell is especially useful for carrying spell books.


Molecular Scatter

Author: ???

Level

5

Type

alteration

Reversible

N/A

Range

0

Duration

1 round/level

Area of Effect

1 creature

Components

V, S, M

Casting Time

5 segments

Saving Throw

none

When this spell is cast the recipient creature's molecules separate from each other. The body retains its outward shape although the outline is blurred. During this time the creature cannot make any physical attacks but can cast spells. While in the scattered state the recipient takes quarter damage, and then only from weapons of +2 enchantment or better. Sleep, hold, charm, and death spells have no effect. Most other spell have normal effect except that area attack spell have no saving throw and full damage it taken. A Gust of Wind causes 2d10 points of damage and dispels the magic. A bit of ogre-magi ash and a pinch or dust are needed for casting.


Muu's Barrier

Author: Dirk

Level

5

Type

evocation

Reversible

N/A

Range

10'/level

Duration

1 round/level

Area of Effect

1 creature

Components

V, S, M

Casting Time

5 segments

Saving Throw

negates

When cast this spell encases the target in a force field that is very resilient. Once encased the creature will not be able to move or attack physically, but some spells may be cast. Any spell in which material would not have to physically pass through the barrier can be cast in or out of the barrier.

If movement is attempted or attacks are made either by or upon the creature, the target starts bouncing. As the barrier is very resilient each bounce is 50% greater than the one before it. If a creature encapsulated attempted to move the bouncing would not be very great at first and would take a great deal of time to do anything other than trap the victim. Also, any creature so encapsulated cannot be harmed by hitting objects when bouncing.

After the spell duration lapses the story is different. When falling any distance greater than 15' there is a 25% chance per hit of stunning for 1d6 rounds. Once stunned the successive hits will automatically add 1-2 rounds to the amount of time stunned.


Copyright 2007 Bryan Fazekas